Miscellaneous

Weapon Users

Introduced

Variants

The Drakgoon Flak Cannon sends volleys of intensely hot shrapnel ricocheting around the room. Can be fired in wide or concentrated bursts.

The Drakgoon is a Grineer flak cannon with a distinct charge mechanic. The longer the weapon is charged, the tighter the spread of the pellets fired, and charged shots gain Punch Through depending on how long the charge is held, giving the Drakgoon extreme versatility at any range. Additionally, the flak from the Drakgoon can bounce off surfaces once, allowing for a volley to hit more than once if positioned correctly.

Shrapnel spread upon fire will narrow as the charge is held. Using Accelerated Blast and Shotgun Spazz will decrease the charge time, whilst accuracy mods like Tainted Shell will reduce the initial uncharged spread.

Rolling will cancel the charge.

If a melee attack is performed while holding down the charge, it will fire and then immediately melee.

The charge can be held while sprinting, sliding, wall running, and wall clinging, allowing for mobility and closing in on enemy targets.

The Drakgoon excels against the Infested thanks to its Slash-focused damage. There are a few ways to increase its effectiveness;

The pellets will ricochet off the environments only once. If well handled, these pellets can clear a tight, empty room as every pellet has a second opportunity to hit a target if they missed the first time.

Firing an uncharged shot at a low angle into the ground will cause the ricocheted projectiles to form into a horizontal line with significantly lower spread. This is useful for quickly taking out groups of charging infested at medium range without having to charge.

Fatal Acceleration is extremely useful for increasing the Drakgoon's effectiveness at long range; at maximum rank, the Drakgoon's shrapnel will have a speed slightly higher than the shots of a Dera.

The Drakgoon can reach 100% status before multishot (which means every pellet will proc something) however the player needs all 4 dual status/elemental mods (e.g., Toxic Barrage), Nano-Applicator, and Shotgun Savvy. Alternatively, a Riven Mod with at least +94.8% status can be added in place of Nano Applicator and Shotgun Savvy during charged shots, leaving room for an extra slot.

When it was first showcased, the Drakgoon was envisioned as a Corpus-built weapon. In the game proper, it appears to be Grineer-built instead.

This weapon was introduced on January 8, 2014.

"Drakgoon" may be a combination of Flak and Dragoon.

Flak is derived from the German Fliegerabwehrkanone (literally "air defense cannon"). This is any cannon used primarily for anti aircraft fire, but the term is often used to refer to an anti aircraft cannon that fires a shell that bursts in the air, sending a spray of shrapnel towards the target: the idea being that a spread of shrapnel will have a greater chance of hitting a moving target by covering a large area, as opposed to a single shell, which can only cover its impact point.

Dragoon refers to mounted infantry trained to deliver tremendous damage against a squad of unmounted infantry, thus relating the weapon's capability of spreading massive damage against a crowd of enemies. They are named as such because they wield a weapon known as the 'dragon', which is essentially a handgun-sized version of the blunderbuss (the forerunner of the modern shotgun).

There is Grineer text on both sides of the Drakgoon with the first line saying "FLAK". The second line reads "1.8".

This is the first shotgun to gain a Charge feature.

Prior to Hotfix 11.6.1, the Drakgoon used Rifle Ammunition instead of Shotgun Ammunition.

This is the third shotgun to have a non-static model, following the Boar Prime and the Sobek.

The colored cap on the top of the mid portion of the Drakgoon is what appears to be the magazine. This magazine is awkwardly small if it contains ammunition but the Drakgoon appears to instead use energy projectiles, suggesting this is a battery or an energy capsule.

Having a black energy color on Drakgoon will make projectiles nearly invisible and remove the lights inside the funnels.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

(Undocumented) Status chance per projectile increased from 2.6% to 6.9%.